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GAME INSTRUCTIONS 




FIRST AND ONLY MULTI-COLOR 
FOOTBALL GAME WITH: 

* Multi-color moving graphic display — the 
Home Team is blue, the Visitor Team is 
green, and the ball is red! 

•k Lifelike action — you can see the ball fly, the 
blockers block, and the players move their 
arms and legs! 

* All strategical and directional movements of 
the offense are controlled by you. 

* Independent 3 -way directional controls for 
the lead blockers and the ball -carrier. 

* All the action and color of real-life football. 



REVOLUTIONARY FEATURES 



• First And Only Football Game With A Multi- 
Color Moving Graphic Display. 

• First And Only Football Game In Which You 
Can See The Ball And Players. 

• First And Only Football Game In Which You 
Control All Strategical And Directional 
Movements Of The Offense. 

• World's Smallest Graphic Multi -Color 
Display. 

• Revolutionary Computer-Game Functions. 

• First Computer-Game With A 
Microprocessor Unit. 

• Unlimited Variety Of Computerized Plays 
Every Game. 



• Electronic Sound Effects Expressing All 
Computer Functions. 

• Highest Quality Electronic Components And 
Impact-Resistant Case. 

• 120-Day Limited Warranty. 

• Your Score Varies Every Game Because Of 
The Unlimited Number Of Computerized 
Plays. 

• No TV Set Needed. 

• Conforms to safety requirements of PS 
72-76. 

• This equipment has been tested and found to 
comply with the technical specifications in 
Part 15 of FCC Rules for Class B computing 
devices. 



POWER SUPPLY 



BATTERIES 

4 "AA" (1.5 Volts x 4) 
Sold separately. 

AC ADAPTER 

Special ADP-E 0630 sue or ADP-E 0620 QFK 
Sold separately. 



BATTERY INSTALLATION 



To insert the batteries, slide out the battery 
door on the back of the game and insert four 
(4) "AA" batteries correctly, by following the 
directions inside the battery box. Replace the 
battery door and your game is ready for play. 



INTRODUCTION 



Bambino's Football Classic™ Game has the 
world's smallest multi-color graphic display 
with revolutionary computer-game functions 
and sounds. This is the first hand-held multi- 
color video game with a microprocessor unit. 
Every time, every game, the offense and 
defense attack from a variety of over 100 
million computerized plays! You control the 
movements and action of the ball -carrier and 
lead blockers by means of the Formation 
Strategy Buttons, Ball-Carrier Directional 
Control Keys, and Pass and Kick Buttons. The 
computer controls the action of the defense. 

Bambino's Football Classic™ is hours of con- 
tinuous fun! Control your ball-carrier and 
follow your lead blockers to get that touch- 
down. The defense will constantly be trying to 
stop you. Pass, move on the ground, or punt on 
the fourth down. When a touchdown eludes you, 
try for a field goal. Your strategy and score 
will be different each and every time you play. 
Match your skill against the computer brain. 
Challenge your friends and see who's the 
Football Hero! 




QUICK OPERATING INSTRUCTIONS 



©ADJUSTABLE SKILL LEVEL/POWER SWITCH 
Select the speed for competition. The defense 
moves more strategically on skill level 2. When 
you select a skill level, the game automatically 
turns on. Decide whether you want to control 
the Home Team (blue players) or Visitor Team 
(green players). 

©KICK/DISPLAY BUTTON 
Press this button for the initial computer-con- 
trolled kick off by the Visitor Team (green 
players). Wait until the Home Teamjblue) 
receiver appears and executes an automatic 
runback; the display will then light up, giving 
you the game statistics. Use this button to punt 
on your fourth down or to try for a field goal, too. 

©FORMATION BUTTONS 

You control the flow of your offensive blockers. 

Plan your attack well! 

A — attack from the left side of the field. 

B — attack from the center of the field. 

C — attack from the right side of the field. 



©BALL-CARRIER DIRECTIONAL KEYS 

Move your ball -carrier to the left, to the right, or 

downfield. Determine the best course of action. 




©PASS BUTTON 

If you want to pass rather than run, press this 
button after you have pressed one of the 3 
Formation Buttons. 



©GAME STATISTICS 

Press this button to recall the game statistics 
any time after a play is completed and before a 
new play begins. 



OPERATING INSTRUCTIONS 



(See DESCRIPTION OF PARTS and SPECIAL PLAY INFORMATION for further explanations) 

OBJECT: 

To maneuver the ball -carrier successfully past the opposite -colored defense and to score as many 
touchdowns and field goals as possible within game time. 



1) 
2) 
3) 



4) 



Select speed for competition (1 or 2). 
The game is then on and ready for play. 
Decide whether you want to control the 
Home Team (blue players) or Visitor Team 
(green players). 

Press the Kick Button for the initial kick off 
(computer-controlled). A kicker and two (2) 
blockers from the Visitor Team (green) will 
appear on the right side and start the ac- 
tion. After the kick, a Home Team (blue) 
receiver will appear at the left and begin 
an automatic runback. The distance of the 
kick and the ball's field position after the 
runback are randomly determined by the 



computer. When the ball becomes dead, 
the display will light up showing the game 
statistics in the following order: 

a) Down Yards to Go 

b) Field Position 

c) Home Team's Score 
Visitor Team's Score 

d) Quarter Time Remaining 



5) Select and press a Formation Button (A, B, 
or C) to start the action and control the 
direction of the Home Team (blue) lead 
blockers. 



B 




6) Decide whether to control the Home 

Team's (blue) ball -carrier by means of the 
Directional Control Keys, or to pass using 



the Pass Key. In either case, you must 
always press one of the 3 Formation 
Buttons to begin a new play. 

7) If you successfully make a first down (gain 
10 yards in 4 or fewer tries), continue do- 
ing so until you get a touchdown, or try for 
a field goal with the Kick Button. 

8) On your fourth down, you can run, pass, or 
kick. If you run or pass unsuccessfully, 
possession of the ball will change to the 
Visitor Team (green players) at the point 
where the Home Team (blue) ball-carrier 
was tackled. Possession of the ball will 
continually alternate between the Visitor 
Team (green) and the Home Team (blue) at 
the completion of an unsuccessful fourth 
down. 

9) Score! 

10) At the end of each play, the display will 
light up giving you all the game statistics. 
You may recall this information as often as 
you like, after a play is completed and 
before a new play begins, simply by press- 
ing the Display Button. 

11) Game play continues for four (4) quarters 
of simulated 20 minutes (actually 25 
minutes) each. The winner is the team with 
the highest score at the end of the game. 



DESCRIPTION OF PARTS 



ADJUSTABLE SKILL LEV EL/ POWER 
SWITCH (1,2) 

The speed of the defense can be increased to 
add more challenge to the game. On game 
level 2, the defense moves much faster towards 
the offense. Compete with the computer brain 
of FOOTBALL CLASSIC™ and then challenge 
a friend to see who's the Football Hero. 

Skill Level and Category: 

1) Beginner 

2) Hero 

When you select a skill level, the game auto- 
matically turns on. Do not move this switch 
during play; otherwise, the action will stop and 
you'll have to begin the game all over again. 
At the end of the game, turn the switch to the 
"OFF" position. 



KICK/DISPLAY BUTTON 

Each game begins with a computer -controlled 
Kick-Off by the Visitor Team (green). After 
every score or attempt to score, play resumes 
only after a kick off by the scoring team and 
automatic return by the other team. A punt or 
field goal may be attempted any time during 
the game. At the time of a kick or a punt, the 
display screen represents the distance between 
the ball's field position and the offense's goal 
line. 

To kick or punt, first push a Formation Button, 
and then the Kick Button, before a player from 
the other team's defense has time to contact 
the ball-carrier. Do not move the ball-carrier 
forward; otherwise, you will be unable to kick. 
All kicks are computer-controlled; the com- 
puter decides whether you are punting or try- 
ing for a field goal. 



A) Punting 

On the fourth down, if you don't think you can 
make a first down, punt the ball to gain as 
much yardage as possible before the opposing 
team takes possession of the ball. If you try to 
make a first down by running or passing and 
are unsuccessful, the opposing team will take 
possession of the ball at the point of tackle, 
and it will be easier for them to score during 
their first down. Whenever you punt, the oppos- 
ing team will receive the ball and make an 
automatic runback to a point randomly deter- 
mined by the computer, as shown in the 
diagrams below: 

PUNT 




B) Field Goals 

Try for a field goal if, on your fourth down, 
you're close enough to the goal to kick. If your 
field goal is complete, the ball will appear in 
the center of the opposite end of the field. Four 
(4) loud whistles will sound, the ball will blink 
on and off four (4) times, and you'll score three 
(3) points. If your field goal is incomplete, the 
ball will appear at the top of the opposite end 
of the field, and one dull whistle will sound. To 
resume play, you must press the Kick Button 
for a punt to the other team. 



FIELD GOAL COMPLETE 




FIELD GOAL INCOMPLETE 




C) Game Statistics 

At the end of each play, the game statistics 
automatically appear on the display screen in 
the following order: 

1) Down Yards to Go 

2) Field Position 

3) Home Team's Score 
Visitor Team's Score 

4) Quarter Time Remaining 



For example: 

1) 1 10 

2) 40 

3) 06 03 

4) 3 9 

The display should be read as follows: 

1) It's the first down, with 10 yards to go. 

2) The ball is on the Home Team's 40 yard 
line. (If the number appears on the right 
side instead of the left, the ball is on 
the Visitor's side of the field.) 

3) The Home Team's score is 6, the 
Visitor's is 3. 

4) It is the third quarter, with 9 minutes 
remaining in the quarter. 

Each game consists of four (4) quarters; each 
quarter is a simulated 20 minutes (actually 25 
minutes) long. At the end of each quarter, the 
score blinks on and off four (4) times; to begin 
the next quarter, press the Kick Button for a 
new kick off. At the end of the fourth quarter, 
the score blinks on and off four (4) times, and 
the game is over. 



FORMATION BUTTONS (A, B, C) 

You control game strategy and the flow of the 
offense by means of the three (3) Formation 
Buttons. These buttons determine the direction 
and movement of your two (2) lead blockers as 
follows: 





A— Your blockers attack along the left 
side of the field. 


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B— Your blockers attack along the center 
of the field. 






C — Your blockers attack along the right 
side of the field. 


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Game action begins only after you press one of 
the three (3) Formation Buttons. Decide whether 
to follow your lead blockers downfield or to 
outsmart the defense by going in the opposite 
direction! 

Each blocker can tackle 1 or 2 defensive men 
at a time. When the blocker tackles the de- 
fense (that is, when he moves into contact with 
the defensive man while the defensive man is 
stationary), the defensive man disappears 
and reappears in a backfield position randomly 
determined by the computer. When the defense, 
on the other hand, tackles the blocker, 2 things 
can happen: on the first contact, neither player 
disappears; on the second contact, the blocker 
disappears and does not reappear until the 
next play. 

The game begins with eleven (11) players: 
Offense — 1 ball-carrier 

2 lead blockers 
Defense — 8 defensive players. 

There can be anywhere from 7 to 1 1 players 
on the field at one time, depending on the suc- 
cess of your lead blockers. 



BALL-CARRIER DIRECTIONAL KEYS ( E 

The Ball-Carrier's Control Keys are indepen- 
dent from those of the lead blockers; you can 
make him move in tandem with his blockers, or 
in the opposite direction. 

During running plays, the display screen repre- 
sents a distance of eight (8) yards from the 
ball's field position toward the offense's goal. 
The ball -carrier will move 1 yard for each push 
of the Directional Key. If he moves successfully 
to the end of the display (8 yards) without 
being tackled, the computer will automatically 
reposition him at the opposite end of the field 
so he can continue to run. These keys deter- 
mine the direction and movement of the ball- 
carrier as follows: 



&• 



Ball -carrier moves toward the left side of 
the field. 




Ball-carrier moves toward the right side 
of the field. 




Ball-carrier moves toward the goal. 




PASS BUTTON 

If you want to pass rather than run, press this 
button after pressing one of the 3 Formation 
Buttons. Do not move the ball-carrier forward; 
otherwise, you will be unable to pass. During 
passes, the display screen represents the 
distance between the ball's field position and 
the offense's goal. The length and success of 
your pass is determined by the computer as 
follows: 

A) Completed Pass 

If your pass is complete, the receiver and tack- 



COMPLETED PASS 




ler will appear in the center of the opposite 
end of the field. They will be brightly lit and 
a loud whistle will sound. The completed pass 
will result in a gain of downs and a gain in 
field position. 

B) Incomplete Pass 

If your pass is incomplete, the receiver and 
tackier will appear at the top of the opposite 
end of the field and a dull whistle will sound. 
The incomplete pass will result in a loss of 
downs, with no change in field position. 

C) Intercepted Pass 

If your 'pass is intercepted, the receiver will 
appear at the bottom of the opposite end of 
the field, and a short, loud whistle will sound, 
signifying a turnover. An automatic runback 
will take place. 



INCOMPLETED PASS 



SCORING 

Touchdown: 6 points 

Field Goal: 3 points 

Every time a score is made, the display will 



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blink on and off four (4) times and four (4) loud 
whistles will sound. 



STRATEGY 

More than 100 million computerized plays are 
stored in the computer's memory. Below are a 
lew examples of how to maneuver the ball- 
carrier successfully past the defense: 



Ball-carrier 8& Lead Blocker ^ Defense "^ 



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SPECIAL PLAY INFORMATION 



* Remember that every game begins with a 
kick off. After every score or attempt to 
score, play resumes with a kick off. 

* After the kick off and automatic runback are 
completed, no action can begin until one of 
the 3 Formation Buttons is pushed. 

* The Home Team (blue) always has posses- 
sion of the ball after the kick-off at the 
beginning of each game. Thereafter, posses- 
sion of the ball alternates between the 
Visitor Team (green) and the Home Team 
(blue) at the beginning of each new 
quarter. 

■*■ There may be as many as 11 players or as 
few as 7 players on the field at one time, 
depending on the success of the lead 
blockers. 

* Bambino's FOOTBALL CLASSIC™ follows 
the same basic rules as real football: 

1) The offense gets 4 tries (downs) to go 
10 yards 

2) There are 4 quarters to a game. 

3) You score 6 points for a touchdown. 

4) You score 3 points for a field goal. 

5) You can run, pass, or kick on your 
fourth down. 



6) Skill and good strategy are required. 

7) There is an unlimited variety of possi- 
ble plays. 

8) The movements of the ball-carrier and 
lead blockers determine the course of 
the game. 

* One or two persons can play. Players can 
choose which team they prefer to control: 
Home Team (blue players) moves left to 
right. 

Visitor Team (green players) moves right 
to left. 

* The computer always controls the defense of 
both teams. 

* During running plays, the display represents 
a distance of 8 yards; each line marker on 
the display is equivalent to 1 yard, and each 
time you travel the length of the display, you 
gain 8 yards. During passes and kicks, the 
display represents the distance between the 
field position of the ball and the offense's 
goal. 

* You have four (4) downs to gain a minimum 
of ten (10) yards. Each time you are suc- 
cessful, you get a new first down, until you 
score either a touchdown or a field goal. 



Yardage gained on punts, interceptions, and 
runbacks does not count toward the first 
down. 

• On the fourth down, you have 3 options: to 
run, to pass, or to kick. If you decide to run 
or to pass and fail to make a first down, a 
dull whistle will sound, signifying the turn- 
over. The other team will take possession of 
the ball at the position the ball-carrier was 
tackled. 

• You control the strategy of the offense. To 
begin a new play, press one of the 3 Forma- 
tion Buttons. The defense will move toward 
the ball -carrier and the two (2) lead block- 
ers will attack the defense. Using the Ball- 
Carrier's Directional Keys, you can follow 
the blockers or go in the opposite direction 



HOW TO CARE FOR YOUR 
FOOTBALL CLASSIC™ GAME 



1 ) Do not leave the batteries in the unit for 
prolonged periods of time. 

2) Do not open or disassemble the unit for any 
reason; it contains no serviceable parts. See 
the 120-Day Limited Warranty. 

3) Do not leave the game in wet, dirty or 
excessively hot places. 

4) Play with it often! 



to fool the defense; you can even pass and 
overrun your blockers! Devise your own 
strategy to beat the defense, but remember 
that there are over 100 million computerized 
plays. 

* If you want to pass or kick, do not move the 
ball -carrier forward. Once he has moved for- 
ward, you must complete a running play; he 
cannot pass or kick. 

* Whenever you succeed in making a first 
down, both the ball-carrier and the tackier 
will light up brightly on the field and a loud 
whistle will sound. 

* The kick off and automatic runback will vary 
each time you play. The field position will 
change each time, depending on where the 
tackle takes place. 



IMPORTANT NOTICE 



If the game appears to be malfunctioning, this 
is the first sign of battery wear. Replace the 
batteries and your game should function per- 
fectly once again. If you still cannot get your 
game to work properly, please reread the in- 
structions carefully to make sure you under- 
stand how it operates. 



BATTERY DRAIN 



When your batteries begin to wear out, many 
football players will appear on your display 
screen. The same patterns will not appear 
every time. Sometimes more players will ap- 
pear than at other times, depending on the 
computer. As the batteries wear out, the game 
will become difficult to reset. You will hear a 
"Game Over" sound before the battery drain 
patterns appear. Since it will become very dif- 
ficult to play the game, just replace the bat- 
teries and your FOOTBALL CLASSIC™ Game 
will function perfectly once again. 









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FOR LONGER BATTERY LIFE, WE 
RECOMMEND USING ALKALINE BATTERIES. 



120-DAY LIMITED WARRANTY 



Bambino, Inc. warrants each FOOTBALL 
CLASSIC™ Game against factory defects in 
material and workmanship for 120 days 
from the date of purchase. This LIMITED 
WARRANTY extends to the original consumer 
purchaser only. 

If the product fails to operate properly during 
this 120-day warranty period, it will either be 
repaired or replaced (at our option) without 
charge to the purchaser, if, within 10 days 
after such failure, it is either returned to the 
dealer or mailed, postage prepaid and insured, 
to Bambino, Inc. at P.O. Box 67B40, Los 
Angeles, California 90067, with a brief des- 
cription of the problem, the date on which the 
problem was experienced, and proof of the 
date of purchase. 

Units not qualifying for repair or replacement 
free of charge may be repaired for a service 
charge of $10.00, if mailed postage prepaid 
and insured, and postmarked within one year 
of the date of purchase to Bambino, Inc. Pay- 
ment must.be made by check or money order. 



Neither this LIMITED WARRANTY nor the post- 
warranty service is available if the damage or 
defect is caused by accident, act of God, con- 
sumer abuse, misuse, alteration, repair, or 
from any cause other than factory defects in 
material or workmanship. 

THIS LIMITED WARRANTY IS THE SOLE AND 
EXCLUSIVE REMEDY AND IS MADE IN LIEU 
OF ANY OTHER EXPRESS WARRANTY. 
BAMBINO, INC. WILL NOT BE LIABLE FOR 
LOSS OF USE OF THE PRODUCT OR OTHER 
INCIDENTAL OR CONSEQUENTIAL COSTS, 
EXPENSES OR DAMAGES INCURRED BY THE 
PURCHASER. 

This LIMITED WARRANTY gives you specific 
legal rights, and you may also have other 
rights which may vary from state to state. 



© by BAMBINO, INC. Los Angeles, California 90067 Pat. Pending 
ALL RIGHTS RESERVED Made and Printed in Japan 

Bambino Football Classic™ Stock No. ET-0351 



ADAPTER ORDER FORM 



SPECIAL AC ADAPTER: STOCK NO. ADP-E 0630 sue OR ADP-E0620 qfk TO 
ELIMINATE THE NEED FOR BATTERIES. 

If the Bambino Special AC Adapter is not 
available at your local store, simply return the 
entire order form to Bambino, Inc. to order an 
adapter for your Bambino games. Please fill 
out both parts of the form clearly, in ink, and 
send it to the address below with a check or 
money order. NO CASH PLEASE. 

Bambino, Inc. 

P.O. Box 67B40 

Los Angeles, California 90067 

ATTN: Customer Service Department 



Please ship Special AC Adapter @$6.00. 

Appropriate Sales Tax 

Shipping and Handling Charges @$1.75 



TOTAL $ 

NO C.O.D. ORDERS WILL BE ACCEPTED. 

Note: All prices subject to change without prior notice. 
SHIPPING LABEL PRINT CLEARLY USE INK 



SamfainO Bambino, Inc. 

WEM I IUII IU P.O. Box 67B40 

Los Angeles, California 90067 

TO: 



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me. 



Address. 



Cit Y- State. 

Zip Code__ . 



bambino 



www.handheldmuseum.com